-Improved performance by refactoring the code. The randomization loop is now much faster.
-Fixed a bug that completely messed up the balance if Keep Tiles Under + Keep Some Terrain From The Original Map had been chosen.
-Fixed another bug that prevented impassables from being correctly limited with the Balanced Algorithm.
-Increased the amount of attempts to pick a terrain for a tile to 5000 before the loop is aborted and game ended to prevent this from happening in some fringe cases where this actually is not a sign of some error in terrain caps, but there are very few terrains left to choose from so this amount of attempts is actually necessary for the loop to complete.

2.2 -
Deprecated the Wild Algorithm. Changed the terrain set selection slider to a selection box. Shortened the mod description and reformatted the custom options menu. Added the changelog and info about the Castle Overlay to the in-game mod info.

2.2b - Finally fixed the [then] not supported bug that had been breaking label placement and partially breaking the transform loop with keep tiles under units if any units had occupied embellishment tiles.

2.4 -
Introduced a number of performance improvements.
Introduced a mechanism that averts terminal loops in a situation where the only terrains left to pick from cannot be placed on the tile to be randomised because of some unsatisfied conditions for that terrain type. (Currently they exist for impassables and mountains).
This tended to happen most often on maps like Isar's Cross when no terrains had been selected to be carried over.
This should fix most terminal loops problems.
(1.14) Changed the desert mountain sprite to the new version.

(1) voting system did not really worked. maybe it was because I moved/recruited units and then clicked voting, or because player 2 did the same. first recruiting then moving.

I just wanted to say that wesnoth 1.14 actuall has an api for exactly that (requesting choices from players off-turn) (wesnoth.synchronize_choices (note the trailing 's')) that i also use in my pick your recruits addon which can also be used to implement such a voting system.

Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.

(1) voting system did not really worked. maybe it was because I moved/recruited units and then clicked voting, or because player 2 did the same. first recruiting then moving.

either way, it did not work.

gfgtdf wrote: just wanted to say that wesnoth 1.14 actuall has an api for exactly that (requesting choices from players off-turn) (wesnoth.synchronize_choices (note the trailing 's')) that i also use in my pick your recruits addon which can also be used to implement such a voting system.

Thanks, but it works and has worked for ages. The menu is only available if your leader hasn't moved, so you couldn't have called it if they had.
Player 2 should immediately get a voting popup when their turn starts. Maybe I can show you how it works in-game, soon.
Oh, do keep in mind a side needs a leader to be able to vote, at least in 2.4

(2) maybe another option would be nice "keep impassable terrain" since wc II was ported and the impassable caves/hills are crucial to the late gameplay

Again, I believe the description says we never randomise impassables or caves.
By the way, 2.5 is coming soon, I've rewritten the thing in LUA and changed some stupid design choices and the terrain picking algo, some other things. For instance now the map no longer slowly loses its balance with keep tiles under units. I'm very excited.

Again, I believe the description says we never randomise impassables or caves.

ok yeah, it was expecting this answer but I don't recall it wasn't specified anywhere. Maybe i am just bad at reading descriptions

regarding wcII, it now looks so beautiful and new. especially the cave/desert maps. but ofc there are some troubles using randomiser since there are two engines trying to change the map. there is this error i received when proceeding to the second map. it then resulted in oos for player 2.

Is there a ways without hustle to implement an extension/mod for wcII which overwrites the wc II algo for generating maps with the your algo from map randomiser?

regarding wcII, it now looks so beautiful and new. especially the cave/desert maps. but ofc there are some troubles using randomiser since there are two engines trying to change the map. there is this error i received when proceeding to the second map. it then resulted in oos for player 2.

Yes. I've introduced that function in 2.3 and sadly made a mistake of initialising it not where it's supposed to be so it fails on game reload. Sorry about that, I'm not gonna be fixing it now as 2.5 is coming soon and it will have the bug fixed.